shader_type canvas_item;

uniform float radius = 0.009; 

float rand(vec2 co){
    return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453)*radius;
}

void fragment() {
	
	
	vec3 col = vec3(0);
	
	for (int i = 0; i < 10; i++) {
		col+=texture(SCREEN_TEXTURE,SCREEN_UV+vec2(rand(SCREEN_UV+vec2(0,TIME-float(i))),rand(SCREEN_UV+vec2(0,TIME-float(i)-1200.0)))).rgb
}

col/=10.0; 
COLOR.rgb=col;
}